You should investigate the psychological biases present here instead of basing your ideas purely on logic. This is pure "loss aversion" at play. The psychological impact of losing "$1" is far worse than that of gaining "$1". Even if overall they will make more money with max collectors, the thought they they might "lose more" if they forget to collect their collectors hurts them emotionally and mentally at a greater level than the positive emotional/mental gain from collecting that additional loot. Supercell has designed this entire game around manipulating these psychological factors in order to create an addictive game. Just like rewards like getting loot, you can't give a lot at a single time or the player won't value the reward anymore .... you have to slowly release the reward over a long period of time in order to cause them to always want more.
And people in CoC are naturally risk averse as well, they don't want to through the kitchen sink at a base they have a 1% chance of getting loot out of.







